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Use created character data and DB start items/spells
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parent
776a617f61
commit
33226fa953
4 changed files with 509 additions and 102 deletions
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@ -2,6 +2,7 @@
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#include "core/window.hpp"
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#include "core/input.hpp"
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#include "game/character.hpp"
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#include <memory>
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#include <string>
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#include <vector>
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@ -76,6 +77,8 @@ private:
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void setupUICallbacks();
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void spawnPlayerCharacter();
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void spawnNpcs();
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std::string getPlayerModelPath() const;
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static const char* mapIdToName(uint32_t mapId);
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static Application* instance;
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@ -96,6 +99,14 @@ private:
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bool spawnSnapToGround = true;
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float lastFrameTime = 0.0f;
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float movementHeartbeatTimer = 0.0f;
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game::Race spRace_ = game::Race::HUMAN;
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game::Gender spGender_ = game::Gender::MALE;
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game::Class spClass_ = game::Class::WARRIOR;
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uint32_t spMapId_ = 0;
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uint32_t spZoneId_ = 0;
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glm::vec3 spSpawnCanonical_ = glm::vec3(62.0f, -9464.0f, 200.0f);
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float spYawDeg_ = 0.0f;
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float spPitchDeg_ = -5.0f;
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// Weapon model ID counter (starting high to avoid collision with character model IDs)
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uint32_t nextWeaponModelId_ = 1000;
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